Tokenizing Learning

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https://authenticng.com/inksnation-human-asset-tokenization/

{Published 23 fev 2023 / Last update 17.04.24}

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tldr: The foundations/sponsors contributing initial funds are essentially "buying" the newly minted tokens, which then get circulated to students and eventually back to education service providers who can cash them out for fiat currency.

In recent years,

There has been a growing interest in the concept of tokenization, which involves turning physical or digital assets into digital tokens that can be traded or exchanged on a blockchain system. While most of the focus has been on financial assets, such as stocks or currencies, I believe that tokenization could also be applied to non-financial assets, such as learning.

Imagine a world

where students are rewarded for their learning achievements with digital tokens that can be used to finance non-formal education outside of the traditional school system. This concept, known as “tokenizing learning”, has the potential to revolutionize the way we think about education and provide an alternative way to finance non-formal education.

Non-formal education refers to any learning that takes place outside of the traditional school system, such as after-school programs, online courses, or workshops. These educational opportunities are often underfunded and can be difficult to access for students who may not have the resources or support they need to pursue their interests. “Tokenizing learning” could provide a new way to finance non-formal education and create opportunities for students to pursue their passions and interests outside of the classroom.

So how would “tokenizing learning” work in practice?

Students who achieve certain learning milestones or complete educational programs could earn digital tokens that can be used to access non-formal education opportunities. These tokens could be traded or exchanged on a blockchain system, allowing students to access a wide range of educational opportunities outside of the traditional school system.

Decentralizing the “tokenization of learning” is possible through a system like a DAO (Decentralized Autonomous Organization). This system lets multiple stakeholders, including foundations, sponsors, teachers, schools, associations, and students participate and have a say in the governance of the system. This approach ensures the system is transparent and democratic, and all participants benefit from its operation.

For example, a foundation interested in supporting non-formal education could join the DAO and buy a certain number of tokens, such as 10,000 euros. This money is then added to a common pool. This process of creating tokens is called mining, the foundation's contribution is used as collateral for mining new tokens. Let’s say 1€ will allow the creation of 10 tokens.

Once the tokens are created, they can be issued to students as a reward for achieving certain learning milestones or completing non-formal education programs. Each user can have different privileges, such as students being able to exchange tokens only for community services, such as courses, learning materials or even accommodation fees. And organizations who receive these tokens could burn them in exchange of fiat money to pay for fixed expenses like rent and wages. Burning token is the process to remove them from the system, this ensures that tokens remain valuable and the system remains stable.

But while “tokenizing learning” has the potential to create new opportunities for students and educators, there are also

challenges that need to be addressed

to ensure that the system is designed in a way that promotes educational goals and creates equal opportunities for all students.

Here are some of the key challenges that need to be addressed:

  • Designing the system to promote educational goals: “Tokenizing learning” should be designed to promote educational goals and not just create incentives for students to earn digital tokens. The system should reward students for genuine learning achievements that align with educational objectives.
  • Ensuring fairness: “Tokenizing learning” should provide equal opportunities for all students, regardless of their background or circumstances.
  • Addressing potential negative consequences: “Tokenizing learning” should be designed to avoid unintended consequences, such as creating a situation where students are only motivated by the potential rewards, or do not have a genuine interest in learning. The system should be designed to promote a love of learning and a desire to pursue educational goals.

If these challenges can be addressed, this approach has the potential to create a new way to finance non-formal education and provide opportunities for students to pursue their passions and interests outside of the traditional school system.

By leveraging the power of blockchain and digital tokens, we can create a system that supports educational goals and promotes equal opportunities for all students.

To go further:

  • Below are a couple of considerations about a new model for changing education :
  • Goals and rewards can be a great way to motivate players to learn, try out features, and play longer - but in certain circumstances, they can actually backfire on you. To find out more, let's jump into the psychology of motivation :
This Psychological Trick Makes Rewards Backfire

GMTK is powered by Patreon - https://www.patreon.com/GameMakersToolkit Goals and rewards can be a great way to motivate players to learn, try out features, and play longer - but in certain circumstances, they can actually backfire on you. To find out more, let's jump into the psychology of motivation. === Sources and Resources === - Sources [1] Undermining children's intrinsic interest with extrinsic reward | Journal of Personality and Social Psychology https://psycnet.apa.org/record/1974-10497-001 [2] Intrinsic vs. Extrinsic rewards in Klei’s latest game: Don’t Starve | The Penny Arcade Report http://web.archive.org/web/20130117075748/http://penny-arcade.com/report/editorial-article/intrinsic-vs.-extrinsic-rewards-in-kleis-latest-game-dont-starve [3] Outer Wilds: a game of curiosity-driven space exploration | USC Digital Library http://digitallibrary.usc.edu/cdm/ref/collection/p15799coll3/id/248860 [4] The Machinations Behind Infinifactory | Game Wisdom https://game-wisdom.com/podcast/infinifactory [5] Mini Metro: When Less is More | GDC Vault (Free Access) https://www.gdcvault.com/play/1024250/-Mini-Metro-When-Less [6] Effect of Expected Rewards on Children's Creativity | Creativity Research Journal https://www.tandfonline.com/doi/abs/10.1207/s15326934crj1204_1 [7] How Incentives Hinder Innovation | Behavioral Scientist https://behavioralscientist.org/how-incentives-hinder-innovation-creativity/ [8] Why do goal-based incentives cause cheating? | Williams College (PDF) https://sites.williams.edu/mc20/files/2017/09/Chao-Larkin-2017-Why-do-goal-based-incentives-cause-cheating.pdf [9] What to do? | Steam Forums https://steamcommunity.com/app/368370/discussions/0/530645446308194754/ [10] A Nintendo Argument Against Achievements | Kotaku https://kotaku.com/a-nintendo-argument-against-achievements-5740114 - Additional resources Throwing Out the Dopamine Shots: Reward Psychology Without the Neurotrash | GDC Vault (Free Access) https://www.gdcvault.com/play/1024181/Throwing-Out-the-Dopamine-Shots Rewards in Video Games | GDC Vault (Free Access) https://www.gdcvault.com/play/1023948/Rewards-in-Video The Cake Is Not a Lie: How to Design Effective Achievements | Gamasutra https://www.gamasutra.com/view/feature/6360/the_cake_is_not_a_lie_how_to_.php?print=1 The Psychology of Games | Steamworks Development https://www.youtube.com/watch?v=K0GZMA6c0T4 Achievements Considered Harmful? | Chris Hecker http://www.chrishecker.com/Achievements_Considered_Harmful%3F === Chapters === 00:00 - Intro 01:19 - Case Study: Don't Starve 03:12 - Case Study: Zachtronics Games 04:48 - Case Study: Mini Metro 05:48 - Extrinsic and Intrinsic Motivation 07:39 - Applying This to Game Design 08:20 - Advantages of Goals 09:31 - Surprise Rewards 11:05 - Patreon Credits === Games Shown === Uncharted 4: A Thief's End (Naughty Dog, 2016) A Plague Tale: Innocence (Asobo Studio, 2019) Hearthstone (Blizzard Entertainment, 2014) Fall Guys: Ultimate Knockout (Mediatonic, 2020) Rage 2 (Avalanche Studios / id Software, 2019) Diablo III (Blizzard Entertainment, 2012) Marvel's Avengers (Crystal Dynamics, 2020) Don't Starve (Klei Entertainment, 2013) Mini Metro (Dinosaur Polo Club, 2015) Subnautica (Unknown Worlds Entertainment, 2018) The Binding of Isaac: Rebirth (Nicalis / Edmund McMillen, 2014) Outer Wilds (Mobius Digital, 2019) Exapunks (Zactronics, 2018) Shenzen I/O (Zactronics, 2016) Opus Magnum (Zachtronics, 2017) Spacechem (Zachtronics, 2011) Infinifactory (Zachtronics, 2015) Tormentor X Punisher (E-Studio, 2017) Lonely Mountains: Downhill (Megagon Industries, 2019) Tetris 99 (Arika, 2019) Minecraft (Mojang, 2011) The Legend of Zelda: Breath of the Wild (Nintendo, 2017) Lumines Remastered (Q Entertainment / Reonsair, 2018) Planet Zoo (Frontier Developments, 2019) God of War (Santa Monica Studio, 2018) Destiny (Bungie, 2014) Hitman 2 (IO Interactive, 2018) Her Story (Sam Barlow, 2015) Overwatch (Blizzard Entertainment, 2016) Horizon Zero Dawn (Guerrilla Games, 2017) Devil May Cry 5 (Capcom, 2019) Hitman (IO Interactive, 2016) Forza Horizon 4 (Playground Games, 2018) Call of Duty: Modern Warfare (Infinity Ward, 2019) Super Mario Odyssey (Nintendo, 2017) === Credits === Music provided by Music Vine - https://musicvine.com/ === Subtitles === Contribute translated subtitles - https://amara.org/v/C3BDl/

This Psychological Trick Makes Rewards Backfire
  • how a typical video game economy is designed - and how resources flow around the system? :
How Video Game Economies are Designed

GMTK is powered by Patreon - https://www.patreon.com/GameMakersToolkit In this video, I’ll show you how a typical video game economy is designed - and how resources flow around the system. As we go, I’ll show you how these economic entities can be used to create interesting gameplay for the player. === Before you watch === Content warning: Combat, mild blood. === Sources and Resources === - Sources [1] The Living World of 'The Witcher' https://www.gdcvault.com/play/1023867/The-Living-World-of-The [2] Patch 1.05 for PC out now! https://en.cdprojektred.com/news/patch-1-05-for-pc-out-now/ - Additional resources The Pillars of Internal Economy — An Introduction to Game Economics https://yvensserpa.medium.com/the-pillars-of-internal-economy-an-introduction-to-game-economics-38d8e73d5afa Feedback Loops in Game Economics https://medium.com/super-jump/feedback-loops-in-game-economics-7327f740d2e8 Keys to Economic Systems https://gdkeys.com/keys-to-economic-systems/?utm_source=pocket_mylist The Economy of EVE Online https://www.youtube.com/watch?v=nrW6p5ns8K8 === Chapters === 00:00 - Intro 01:23 - What is an economy? 01:53 - Entity 1: The Tap 03:04 - Entity 2: The Inventory 03:46 - Entity 3: The Convertor 05:58 - Dealing with grind 09:48 - Entity 4: The Drain 12:09 - Entity 5: The Trader 14:22 - Conclusion 15:31 - Patreon Credits === Games Shown === The Witcher 3: Wild Hunt (2015) Frostpunk (2018) Destiny 2 (2017) Yakuza: Like a Dragon (2020) Diablo III (2012) Horizon Forbidden West (2022) Metro Exodus (2019) Factorio (2020) Far Cry 4 (2014) Detroit: Become Human (2018) The Legend of Zelda: Skyward Sword (2011) Ghost of Tsushima (2020) Call of Duty: Modern Warfare Remastered (2016) DOOM Eternal (2020) Red Dead Redemption 2 (2018) Stardew Valley (2016) Elden Ring (2022) Pokémon Legends: Arceus (2022) Anno 1800 (2019) Call of Duty: Black Ops Cold War (2020) Minecraft (2011) Borderlands 3 (2019) The Legend of Zelda: Breath of the Wild (2017) DOOM (2016) Life is Strange (2015) Resident Evil Village (2021) Shadow Warrior 2 (2016) The Last of Us Part II (2020) The Legend of Zelda: Link's Awakening (2019) The Elder Scrolls V: Skyrim (2011) Resident Evil 4 (2005) Octopath Traveler (2018) Dying Light 2: Stay Human (2022) Ratchet & Clank: Rift Apart (2021) Dragon Quest XI: Echoes of an Elusive Age (2017) Cyberpunk 2077 (2020) Hades (2020) Assassin's Creed: Odyssey (2018) Cookie Clicker (2013) Rogue Legacy (2013) Forager (2019) Tony Hawk's Pro Skater 1 + 2 (2020) No Man's Sky (2016) Satisfactory (In Early Access) Fallout 3 (2008) Darkest Dungeon (2016) Civilization V (2010) Deathloop (2021) Animal Crossing: New Horizons (2020) Subnautica (2018) Death Stranding (2019) Don't Starve (2013) Monopoly Plus (2014) XCOM 2 (2016) Assassin's Creed: Origins (2017) Offworld Trading Company (2016) Kirby and the Forgotten Land (2022) Stellaris (2016) AdVenture Capitalist (2014) Moonlighter (2018) The Ascent (2021) EVE Online (2003) === Credits === Music provided by Epidemic Sound - https://www.epidemicsound.com/referral/vtdu5y (Referral Link) Icons provided by The Noun Project - https://thenounproject.com The Loot Cave | JB3 https://www.youtube.com/watch?v=glFY8Z1uLjk Getting Started In Satisfactory! Satisfactory Gameplay Episode 1 | Broadbent https://www.youtube.com/watch?v=9IB4NBkxgP4 Simple, Tileable Early Smelting Designs | Factorio 0.18 Tutorial/Guide/How-to | Nilaus https://www.youtube.com/watch?v=wb4JAX9QWuA Monopoly Plus | PC Gameplay | 1080p HD | Max Settings | ZephyrMantis https://www.youtube.com/watch?v=LbyvtfIu0YQ === Subtitles === Contribute translated subtitles - https://amara.org/en-gb/videos/owmxO7Rw8KQ0/

How Video Game Economies are Designed

An Alternative Way to Finance Non-Formal Education